Letzte neue Features und Mapper-Info

  • Das Modteam von Darkest Hour hat nun das sechste Update über den kommenden Release veröffentlicht.

    Dies wird das letzte Update mit neuen Inhalten sein, nächste Woche erfolgt dann noch einmal ein Mapupdate.

    Die Map "DH-Stavelot" wird im ersten Release nun doch nicht dabei sein, da es diverse Probleme mit der Map gibt.

    WICHTIG: Alle DH-Mapper sollten sich diesen folgenden Post durchlesen, um ihre bereits vorhandenen Custommaps für die neue Version von DH kompatibel zu machen:

    Hier gehts zur Mapper-Info!

    Den kompletten Changelog gibt es wieder im anschließenden Post!


    Die komplette Arbeit könnt ihr auf der Homepage von "Darkest Hour" einsehen:

    http://www.darkesthourgame.com


    Viel Spaß beim Anschauen! :D

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    Durch die Macht der Wahrheit habe ich als Lebender das Universum erobert.

  • ***NEW CONTENT/FEATURES***

    *Suppression System*

    Working in combination with the previously mentioned bullet snap effects, we have a new suppression system in place which has proven to be highly effective and yet at the same time, very simple. In addition to the psychological effects of loud snap sounds of passing bullets, louder impact sounds of bullets hitting the ground and the sound of players taking hits, there are now physical effects that are immediately obvious.

    When a bullet passes nearby, a number of things occur. The first is the sound of its passage, be it a snap or a hiss (depending on the speed of the round). The second is a brief blurring of the vision, not so much that it impairs a player's ability to see what's going on, but just enough to make pixel hunting difficult. The last is a visible flinch of the player, where a player's weapon will jerk slightly, again not enough to severly impair you, but definitely sufficient to prevent you from popping up and picking off that distant enemy. Players who have setup their weapon on a bipod will not have a weapon jerk, but their vision will shake slightly instead.

    While a bolt action rifle is ineffective at suppression, an MG on the other hand can effectively pin down a whole squad for a long period of time all on its own, which can drastically change the flow of a battle and the tactics used.

    *New Tracers*

    A few weeks ago I told you that tracers had been removed from all but tank MG's. As a result of tester and community feedback however (and now that the effectiveness of MG's is drastically increased as a result of suppression) we have added them back in, but with a makeover. Tracers are now much smaller, thinner and far less bright, so while they can still be followed back to their source, it's much more difficult to do so, especially if that MG is currently suppressing you.

    *Enhanced Vehicle Weaponry - Encore*

    I previously listed our new tank shell types and those who got in early noticed I'd made a small error, listing Canister Shot as a new type of shell, but not actually detailing anything about it. As I explained back then, we still weren't sure how well it was going to turn out and hence I'd removed it from the list. Now however, I can confirm that it's done, it works and it'll be in the game. It can be found only on the M5 Stuart tank, as a replacement for HE rounds.


    Canister Shot – These saw very limited use in WW2 and only in 37mm cannons, like that of the M5 Stuart tank. Each “canister” contained a large number of steel balls, which would spread out considerably on firing, much like a giant shotgun, cutting a swathe through enemy infantry. This is an extremely effective shell for use at close-medium range or to intercept enemy sappers close to friendly tanks, as the balls cannot penetrate armour.

    *Enhanced Vehicle and Weapon Damage Behaviours - Encore*

    In addition to the previously mentioned damage types, there have been a couple of additional changes:


    What was previously referred to as “engine fires” has now been split into two; engine fires and hull fires:

    A hull fire is fairly straightforward – a severely damaged tank will catch fire as a result of leaking fuel and after a short period, the intense heat will set off the ammo storage and/or fuel tank, destroying the tank and anyone stupid enough to still be inside it.
    Engine fires now initially only affect the engine, destroying it over a short time. The longer an engine burns however, the more chance there is of the rest of the tank catching fire as well. In addition, an engine that's on fire will continue to burn for a short while even after it's destroyed itself, prolonging the risk of a hull fire breaking out, so tank crews must be especially vigilant.
    Individual crew can now take damage. An armour penetration in the right location will kill the crew member within and while it won't necessarily destroy the tank, an empty tank is just as combat ineffective, with the added bonus of not immediately triggering the vehicle respawn, depriving the enemy of valuable resources.

    ***BUG FIXES***


    Fixed areas of role selection screen being transparent
    Fixed long standing RO bug where HUD "paperdoll" icon uses Axis damage overlay instead of Allies
    Fixed a problem where Canadian tankers would sometimes spawn as meatsuits and go "zombie" on death
    PIAT now correctly disallows reloading while crouched (only proned or standing up is possible)
    Getting into a vehicle while carrying a loaded AT weapon no longer causes the rocket to disappear


    ***CHANGES***


    Added player impact sounds, i.e. when a bullet strikes a player, there's now an audible "thud"
    Grenades should now be a bit easier to hear when they land
    Tracers now much smaller, dimmer and more realistic
    Added small screen shudder on near misses while hipped
    Added weapon flinch on near misses while sighted, magnitude of the flinch is proportional to how near the shot was
    Non lethal head damage now adds a heavy blur and shake effect which dissipates over time (much like the limp on legshots)
    Secondary weapons no longer all land in a neat stack on death, meaning you no longer have to jump through hoops to pick up a dropped pistol that's sitting under a stack of grenades
    Ragdoll deaths are now a little more realistic - bodies no longer go flying from a bullet hits, Hollywood style
    Replaced all role portraits
    Made adjustments to numerous role descriptions


    Increased accuracy of Colt M1911, P08 Luger, Walther P38 and Enfield No.2
    Slightly increased damage on Colt M1911 and Enfield No.2
    British AT soldier's primary weapon changed to Sten
    US AT soldier's primary weapon changed to Greasegun
    Greasegun rate of fire decreased to a realistic level
    BAR recoil slightly decreased
    STG44 recoil adjusted to be proportionally more “up and down” rather than “side to side”


    To exit a tank, players must now unbutton first, exposing themselves to enemy fire
    Players who exit moving vehicles will now take damage relative to the speed at which they're moving
    Added new 57mm AT Gun HUD icons

    plattsig21.png
    sysp-138588.gif

    Durch die Macht der Wahrheit habe ich als Lebender das Universum erobert.

FH2-Fightnight

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